public void Respawn(Vector3 position)
 {
     gameObject.SetActive(false);
     if (projector != null)
     {
         projector.Enable();
     }
     collider.enabled      = true;
     rigidbody.isKinematic = false;
     gameObject.GetComponent <SpriteRenderer>().enabled = true;
     rigidbody.velocity = Vector3.zero;
     transform.position = position;
     gameObject.GetComponent <ParticleSystem>().Clear();
     gameObject.SetActive(true);
 }